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Aoiroo

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  1. Character Name: The Rock Power Level: (7 ) (105/105PP) Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Abilities: 0 + 4 + 0 + 6 + 0 + 4 = 14PP Strength: 10/30/45 (+0/+10/+17*) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 14 (+2) *Carrying Capacity Only Combat: 4 + 4 = 8PP Initiative: +10 Attack: +2 Melee, +2 Ranged Grapple: +15 Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -12 Saving Throws: 8 + 2 + 4 = 16PP Toughness: +10 (+0 Con, +10 Protection (+5 Impervious Toughness)) Fortitude: +8 (+0 Con, +8) Reflex: +4 (+2 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 56R = 14PP Intimidation 8 (+10)* Knowledge (Life Sciences) 12 (+15)* Medicine 10 (+10)* Notice 10 (+10)* Languages 1 (Base: English, Latin) Search 5 (+5) Sense Motive 10 (+10) *Skill Mastery Feats: 8 PP Accurate Attack Assessment Fearless Improved Initiative 2 Interpose Teamwork Skill Mastery (Intimidation, Knowledge (Life Sciences), Medicine, Notice) Powers: 50 = 0PP Alternate Form 10 50PP Density 10 (+20 Strength, +5 Impervious Toughness, +3 Super-Strength (Carrying Capacity, 2 Tons Light Load, 4 Tons Medium Load, 6 Tons Heavy Load, 12 Tons Maximum Load, 30 Tons Push/Drag) 30PP Immunity 5 (Piercing Damage, Flaws: Half) 5PP Immunity 10 (Fire) 10PP Protection 5 5PP Drawbacks: (-3) = -3PP Drawback (Normal Identity; Frequency: [uncommon]; Intensity: [Major]) [-3PP] (Please note that you can only have a number of drawbacks equal to your PL, not including power drawbacks. Also, power drawbacks, such as Full Power or Power Loss, should be listed on the power, not here.) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (14) + Combat (8) + Saving Throws (14) + Skills (14) + Feats (8) + Powers (50) - Drawbacks (3) = 105/105 Power Points We will, we will, ROCK YOU! Du du du. Anyway, first alternate form, and this is one tough bugger, when he's in his alternate form that is. He gets a full rock overcoat that's immune to blades, fire, and at Impervious toughness 5 guns as well. This one actually has the normal form drawback, no rock, no powers. He's strong as heck in his alternate form, and has accurate attack if you so wish to have him actually hit something, or you could team him up cause what do you know, he has teamwork feat great for switching in the attack after a faster more agile alley feints the baddie. This is based on the Thing, but of course different fluff because one, the form isn't permenant, two, this persons a smarty in a different way (the Thing's an Engineer I believe in canon), he's a full on medical doctor, so he can bring the hurt and fix it as well.
  2. Character Name: The Puppeteer Power Level: (7) (105/105PP) Trade-Offs: -1 Attack / +1 Damage, +3 Defense / -3 Toughness (or "None") Abilities: 0 + 0 + 4 + 4 + 8 + 6 = 24PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 4 + 8 = 12PP Initiative: +8 Attack: +2 Melee, +2 Ranged, +6 Strings Grapple: +2 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -2 Saving Throws: 3 + 3 + 1 = 7PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+4 Wis, +1) Skills: 44R = 11PP Bluff 7 (+10) Craft (Carpentry) 8 (+10) Concentration 11 (+15) Diplomacy 7 (+10) Language 1 (Base: Manderin, English) Perform (Puppetry) 7 (+10) Notice 1 (+5) Search 1 (+5) Sense Motive 1 (+5) Feats: 13PP Accurate Attack All-Out Attack Attack Specialization (String) 2 Dodge Focus 6 Defensive Roll Improved Initiative 2 Power Attack Uncanny Dodge (Hearing) Powers: 32 + 6 = 38PP String Array (30PP, Feats: Alternate Powers x2) 32PP Base Power: Snare 8 ( Extras: Constricting Feats: Chokehold, Improved Range 3 (x50 ft), Subtle, Tether) 30PP Alternate Power: Mind Control 7 ( Extras: Alternate Save: Reflex, Area: Burst, Conscious Feats: Improved Area (10ft), Subtle) 30PP Alternate Power: Move Object 8 ( Extras: Damaging Feats: Improved Range 3 (x50 ft), Precise, Tether) 29PP Super-Movement 2 (Slow Fall, Swinging, Extras: Affects Others) 6PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Mind Control Perception DC 17 Reflex (Staged) Mind Control Move Object Range DC23 Toughness (Staged) Damage Snare Range DC18 Reflex (Staged) Entangle/Bound Totals: Abilities (24) + Combat (12) + Saving Throws (7) + Skills (11) + Feats (13) + Powers (38) - Drawbacks (0) = 105/105 Power Points The Puppeteer, isn't exactly a common power in comic books, but it's not unheard of. In this case, this is someone who can control string, and can use the string to control other people, like puppets. Mind you, they can also tie people up with the string (snare), or simply pick them up and throw them in the wall. At this level, there are no minions involved, but this is a great build to add minions too later in the form of combat puppets, but this build isn't so weak that it can't simply fight on it's own. The main story is, this is a Chinese puppeteer, how they got control over string, well they may of been blessed by some deity of the celestial court that enjoyed their show, or they could be a metahuman. If you want some extra points, you could toss the powers in a device and say it's just the string that's special, not the person wielding it. This build is pretty power heavy, but you can get a lot of milage out of it, and even without them the character isn't totally helpless as to not be able to avoid attacks. Also, the are control of the people would certainly help, why fight the mobs when you can make them fight each other. Should be noted, if you want to make this build at PL 10, you can fairly easily just bump up the accuracy and dump the rest of the points into a decent minion.
  3. Character Name: Sneaky Acrobat Power Level: (7) (105/105PP) Trade-Offs: Melee +1 Attack / -1 Damage, +5 Defense / -5 Toughness Abilities: 1 + 10 + 4 + 6 + 0 + 0 = 21PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 6 + 8 = 14PP Initiative: +5 Attack: Range +3, Melee +8, Baterangs +7 Grapple: +13 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 2 + 2 + 4 = 10PP Toughness: +2 (+2 Con, +0) Fortitude: +4 (+2 Con, +2) Reflex: +7 (+5 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 116R = 29PP Acrobatics 10 (+15)* Computers 12 (+15)* Disable Device 12 (+15)* Escape Artist 10 (+15) Gather Information 8 (+10) Investigation 10 (+15)* Knowledge (Technology) 12 (+15)* Knowledge (Tactics) 12 (+15)* Language 6 (Native: English, French, Spanish, Italian, German, Manderin, Japanese) Notice 8 (+10)* Search 8 (+10) Sense Motive 8 (+10) Stealth 10 (+15)* *Skill Mastery Feats: 31 Acrobatic Bluff Assessment Attack Focus (Melee) 5 Attack Specialization (Baterang) 2 Dodge Focus 8 Equipment 5 Fast Task (Acrobatic Bluff) Grappling Finesse Hide In Plain Sight Power Attack Skill Mastery (Acrobatics, Computers, Disable Device, Investigation, Knowledge (Tactics)) Sneak Attack Throwing Mastery Well Informed Uncanny Dodge (Hearing) Equipment 20EP Eskimo Sticks (Strike 3, Feats: Mighty, Subtle) 5EP Binoculars 1EP Handcuffs 1EP Mini Tracer 1EP Multi-Tool 1EP Rebreather 1EP Utility Belt Array (10EP, x3 Alternate Powers) 15EP Base: Exploding Baterang (Blast Explosion 4, Area: Burst, 10ft) 10EP AP: Smoke Bomb (Obscure 5, Area: 50ft, Visual) 10EP AP: Baterang (Blast 3, Feats: Mighty, Subtle) 5EP AP: Snare 5 10EP Powers: 0 = 0PP Drawbacks: (0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18* Toughness (Staged) Damage (Physical) Blast Range DC21* Toughness (Staged) Damage (Physical) Blast Area:Burst DC22* Toughness (Staged) Damage (Physical) Sticks Touch DC21* Tougness (Staged) Damage (Physical) Snare Range DC15 Reflex (Staged) Snare *With Sneak Attack Totals: Abilities (21) + Combat (14) + Saving Throws (10) + Skills (29) + Feats (31) + Powers (0) - Drawbacks (0) = 105/105 Power Points This is Robin, he was hard. Note that most of his damage is only fully shifted with Sneak Attack, which basically means, you have to be concealed to deal the max amount of damage. This would be a problem if Robin wasn't one sneaky little bugger. Hide In Plain Sight definitely helps with that. Robin also has a ultility belt array you can stunt off of, and escrima sticks (yes I took these from Midnight II's build, but they're tots canon especially since Midnight II is essentually like Nightwing with minor obscure powers). He is also a total SKILL MONKEY. That's just where you fall if more then twenty five points are allocated to skills alone. Skill mastery too, and acrobatic bluff. He's got a couple of options for disabling someone, but he's really great for overall coordination and for feinting an opponent with Acrobatic Bluff while you have a heavy hitter (like Superboy) knock they're block off while they're flat-footed.
  4. Character Name: Dual Wielder Power Level: (7) (105/105PP) Trade-Offs: +1 Attack / -1 Damage, +3 Defense / -3 Toughness Abilities: 4 + 8 + 8 + 0 + 0 + 0 = 20PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 8 + 12 = 20PP Initiative: +12 Attack: +8 Swords, +4 Ranged Grapple: +8 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: +2 Saving Throws: 0 + 3 + 4 = 7PP Toughness: +4 (+4 Con, +0 [Other]) Fortitude: +4 (+4 Con, +0) Reflex: +7 (+4 Dex, +3) Will: +4 (+0 Wis, +4) Skills: 72R = 18PP Acrobatics 11 (+15)* Climb 9 (+10)* Escape Artist 11 (+15) Notice 10 (+10) Seach 10 (+10) Sense Motive 10 (+10)* Stealth 11 (+15)* *Skill Mastery Feats: 39PP Accurate Attack Acrobatic Bluff All-Out Attack Ambidexterity Assessment Attack Specialization (Swords) 2 Dazzling Attack Defensive Attack Distract Dodge Focus 4 Elusive Target Evasion 2 Equipment 3 Fast Task (Acrobatic Bluff) Improved Critical 2 (18-19, Swords) Improved Initiative 2 Grappling Finesse Luck 2 Move By Action Ninja Run Power Attack Skill Mastery (Acrobatics, Climb, Sense Motive, Stealth) Stunning Attack Takedown Attack 2 Throwing Mastery 2 Weapon Bind Uncanny Dodge (Hearing) Equipment 15EP Dual Swords (Strike 4, Extra: Autofire, Feats: Extended Reach, Mighty, Split Attack) 11EP* Throwing Knives (Strike 2 Feats: Mighty, Subtle) 4EP Powers: 1 = 1PP Speed 1 (Training Descriptor, 10MPH, 40ft Per Move Action) 1PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Dual Swords Touch DC 21* Toughness (Staged) Damage (Physical) Knives Range DC 19 Toughness (Staged) Damage (Physical) *Autofire (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (20) + Combat (20) + Saving Throws (7) + Skills (18) + Feats (39) + Powers (1) - Drawbacks (0) = 105/105 Power Point Guess who loves Sword Art Online! Anyway, this build isn't Kirito, but this is a similar concept, basically the dual sword wielder. A quick note is this build isn't very physically strong, but then again, it doesn't have to be, because it's SUPER fast. Well not speedster fast, but generally high initiative, high defense and lots of dexterity for acrobatics abound. Of course the story for this is this is a trained warrior, somebody used to fighting who uses dual swords as a specialty. This swords are either thinner or lighter then the normal +3 attack swords in the book (being +2 damage each), but of course that's why you're able to dual wield them at all. They come with autofire because of the fact of multiple hits in a round, and split attack for double stabby action. Having the speed power at rank 1 with the training descriptor is something you can do, you can do the same with leaping and swimming as well as long as you don't go above one or two ranks. We also have ninja run, so le parkor! Anyway, this is very featy, and very similar to another hero Jack of All Blades, mind you, Jack has actual powers, this build doesn't. Which is of course why it can afford 39 PP worth of feats as well as Luck 2. *Note: Now you may want to spend some points to make the dual swords a device as opposed to equipment, or when you get more points later, give them better made swords with more feats and such as a full on device. You should be warned, equipment can break in the heat of battle, that's after all, why they're so cheap.
  5. Character Name: The Full Body Prosthesis Power Level: (7) (105/105PP) Trade-Offs: None Abilities: 4 + 6 + 10 + 0 + 0 + 0 = 20PP Strength: 14/24/44 (+2/+7/+12*) Dexterity: 14/24 (+2/+7) Constitution: 16 (+3) Intelligence: 20 (+10) Wisdom: 10 (+0) Charisma: 10 (+0) *Carrying Capacity Only Combat: 6 + 8 = 14PP Initiative: +7 Attack: +7 Melee, +3 Ranged Grapple: +20 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 2 + 0 + 4 = 6PP Toughness: +7 (+3 Con, +4 Defensive Roll (+3 Flat-Footed) Fortitude: +5 (+3 Con, +2) Reflex: +7 (+7 Dex, +0) Will: +4 (+0 Wis, +4) Skills: 84R = 21PP Acrobatics 3 (+10) Climb 3 (+10) Computers 5 (+10) Craft (Electrical) 10 (+15) Knowledge (Tactics) 10 (+15) Knowledge (Technology) 10 (+15) Notice 10 (+10) Search 10 (+10) Sense Motive 10 (+10) Survival 10 (+10) Stealth 3 (+10) Feats: 13PP Accurate Attack All-Out Attack Assessment Attack Focus (Melee) 4 Defensive Roll 2* Dodge Focus 3* Inventor Interpose Improved Grapple Power attack Stunning Attack Takedown Attack *Only With Device Powers: 35 = 35PP Device 8 (40PP, Flaws: Hard-To-Lose, Feats: Subtle, Restricted 2 (Only Him)) 35PP Feature (Allows Movement of Paralyzed Legs) 1PP Enhanced Feats (Defensive Roll 2, Dodge Focus 3) 5PP Enhanced Strength 10 10PP Enhanced Dexterity 10 10PP Leaping 4 (425ft Running Jump, 212ft Standing Jump, 106ft High Jump) 4PP Speed 2 (25 MPH) 2PP Super-Strength 4 (Light Load 1 Ton, Medium Load 2 Tons, Heavy Load 3 Tons, Max Load 6 Tons, Push Drag 12 Tons) 8PP Drawbacks: (-4) = -4PP Drawback (Paraplegic; Frequency: [Common]; Intensity: [Major]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (20) + Combat (14) + Saving Throws (6) + Skills (21) + Feats (13) + Powers (35) - Drawbacks (4) = 105/105 (or 150/150) Power Points Right this concept is inspired by the character Mecha Maid by Spinnerette (this build isn't though, actually her) that is, a budget power suit. In this case, it is in fact a prosthesis created by someone disabled to help them move normally again. This build I'm thinking a soldier (who actually knows how to fight) paralyzed in duty who went on to become an Engineer. This is a little strange because it doesn't have the Normal Identity drawback, the reason, well this suit isn't a suit at all, it's an exoskeleton that's subtle enough to be worn under clothes, so unless physically removed there's no reason why a person wouldn't be able to wear this normally, if only to be able to walk again. It also doesn't actually have any built in weapons, it just increases strength, and dexterity, making the user much stronger and faster then normal. It increases reflexes which is show in the enhanced feats of dodge focus and defensive roll (which it has in lue of say protection for the simple fact that this isn't a suit so it doesn't have protective plating). Whether this person wears a costume or not is up to you, but if they did it wouldn't be immediately obvious that this is in fact a power suit user which could be an advantage to some of the tactics used for them (like say, EMPs).
  6. Character Name: Mini Paragon (Superboy) Power Level: (7) (105/105PP) Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness Abilities: 0 + 10 + 0 + 0 + 0 - 2 = 8PP Strength: 10/30/50 (+0/+10/+20*) Dexterity: 20 (+5) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-1) *Carrying Capacity Only Combat: 4 + 4 = 8PP Initiative: +13 Attack: +2, +4 Unarmed Grapple: +18 Defense: +2 (+0 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -3 Saving Throws: 11 + 1 + 4 = 15PP Toughness: +12 (+0 Con, +12, +7 Impervious Toughness) Fortitude: +11 (+0 Con, +11) Reflex: +6 (+5 Dex, +1) Will: +4 (+0 Wis, +4) Skills: 28R = 7PP Knowledge 4 (Political Science) (+4) Knowledge 4 (History) (+4) Intimidate 5 (+4/+8 Attractive) Notice 5 (+5) Search 5 (+5) Stealth 5 (+10) Feats: 11PP Accurate Attack All-Out Attack Attack Specialization (Unarmed) Attractive Defensive Attack Improved Critical (Unarmed) 2 Improved Initiative 2 Interpose Takedown Attack Powers: 2 + 21 + 4 + 19 + 4 + 8 = 59PP Comprehend 1 (Language) 2PP Enhanced Strength 20 (Feats: Innate) 21PP Leaping 4 (Running Jump 500ft, Standing 250ft, High 125ft) 4 PP Protection 12 (+7 Impervious Toughness) 19 PP Super-Sense (Hearing, Accute, Extended 3) 4 PP Super-Strength 4 (+20 Carrying Capacity, Light Load 4 Tons, Medium Load 8 Tons, Heavy 12 Tons, Max 24 Ton, Push/Drag 60 Tons, +4 to Grapple, +4 Breaking) 8PP Drawbacks: (-3) = -3PP Drawback (Kryptonite; Frequency: Uncommon; Intensity: [Major]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (6) + Combat (8) + Saving Throws (15) + Skills (7) + Feats (13) + Powers (61) - Drawbacks (3) = 105/105 (or 150/150) Power Points Superboy! Is only slightly beat out by M'gann by sheer power point spendage, but only barely. He's tough as hell, can dish out the pain, and if you don't mind losing some damage with accurate attack, or just taking the hit with All-Out Attack (which he can probably take with the +7 Impervious toughness) you'll actually hit something. He loses some points for charisma, but it adds some flavor since clones don't socialize well. Great character for interposing and tanking. He's a wall, and if you want to play with the PL10s, he'll be able to run with them without being knocked out too soon.
  7. Character Name: Aquatic Badass Power Level: (7) (105/105PP) Trade-Offs: Blast +2 Attack -2 Damage Abilities: 14 + 6 + 14 + 4 + 4 + 0 = 42PP Strength: 24/34 (+7/+12*) Dexterity: 16 (+3) Constitution: 24 (+7) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) *Carrying Capacity Only Combat: 14 + 8 = 22PP Initiative: +7 Attack: +7 (+9 Blast) Grapple: +16 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 0 + 2 + 1 = 3PP Toughness: +7 (+7 Con, +0) Fortitude: +7 (+7 Con, +0) Reflex: +5 (+3 Dex, +2) Will: +3 (+2 Wis, +1) Skills: 36R = 9PP Acrobatics 3 (+6) Bluff 6 (+6) Knowledge (Arcane Lore) 4 (+6) Knowledge (Atlantian History) 4 (+6) Languages 1 (Native: Alantean, English) Notice 8 (+10) Search 8 (+10) Stealth 2 (+5) Feats: 10 PP Accurate Attack All-Out Attack Defensive Attack Dodge Focus 3 Power Attack Stunning Attack Teamwork Uncanny Dodge (Hearing) Powers: 9 + 1 + 4 + 6 = 19 PP Device 3 (Water-Bearers, Flaws: Easy-To-Lose, Requires Medium: Liquid, Feats: Restricted: Atlantean Magic User) 9PP Water-Bearers Array (13 PP, x2 Alternate Powers) 15 PP Base Power: Blast 5 (Feats: Accurate, Improved Range 2) Alternate Power: Move Object 6 (Extras: Tether) 12 PP Alternate Power: Strike 0 (Feats: Extended Reach 6, Indirect, Mighty, Precise, Split Attack, Takedown Attack 2, Variable Descriptors: (Crush, Stab, Slash)) 13 PP Immunity 1 (Drowning) 1PP Super-Strength 2 (+10 Carrying Capacity) 4PP Swimming 4 (25 MPH, Feat: Environmental Adaption (Aquatic)) 5PP Drawbacks: (0) = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage (Physical) Blast Range DC 20 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (42) + Combat (22) + Saving Throws (3) + Skills (9) + Feats (10) + Powers (19) - Drawbacks (0) = 105/105 Okay, so Kaldur, yeah, freaking loved him in this show. He's a pretty straight forward even steven no trade off builds, but he is so badass. He's got damage wise peak human strength, but that Atlantean super strength will get you some millage in picking up and throwing stuff. Then there's the water bearers, pretty awesome device there, with some move object, blast, and the little swish army knife of weapons it presents in the form of variable descriptor. He's the most balanced I think just in terms of power, skills and overall feats on the team, and a great combat generalist.
  8. Character Name: Shapeshifting Mentalist Power Level: (7) (105/105PP) Trade-Offs: +1 Attack / -1 Damage, -3 Defense / +3 Toughness Abilities: 2 + 0 + 0 + 0 + 8 + 0 = 10PP Strength: 12/22 (+1/+6) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 10 (+0) Combat: 8 + 5 = 13PP Initiative: +0 Attack: +8 Melee, +4 Ranged Grapple: +12 Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: +5 Saving Throws: 2 + 4 + 6 = 12PP Toughness: +10 (+0 Con, +10 Protection) Fortitude: +2 (+0 Con, +2) Reflex: +4 (+0 Dex, +4) Will: +10 (+4 Wis, +6) Skills: 24R = 6PP Concentration 11 (+15) Pop Culture 6 (+6) Notice 4 (+8) Search 3 (+7) Feats: 0PP Ambidexterity Attack Specialization (Unarmed) 2 Dodge Focus 3 Powers: 2 + 10 + 4 + 12 + 24 + 10 = 62PP Comprehend 2 (Any Sentient Language) 2PP Enhanced Strength 10 10PP Flight 2 (25 MPH) 4PP Martian Shapeshifting Array (9PP, x3 Alternate Powers) 12PP Base Power: Morph 5 (Humanoids, Flaw: Female-Only) 9PP Alternate Power: Additional Limbs 3 (Extras: Duration (Substained), Feats: Split Attack) + Elongation 3 (25 ft) 7PP Alternate Power: Concealment 4 (All Visible Senses, Feats: Close Range, Flaws: Blending) 8PP Alternate Power: Regeneration 5 (1 Recovery Rate, 2 Ability Damage, 2 Recovery Bonus, Feats: Diehard, Persistant, Regrowth) 8PP Martian Mental Powers Array (21 PP, x3 Alternate Powers) 24 PP Base Power: Move Object 7 (Extras: Damaging) 21PP Alternate Power: ESP 7 (Mental Sense, Extras: Simultanious) 14PP Alternate Power: Mind Reading 7 (Extras: Area: Burst, Feats: Improved Range 5 (100ft), Selective) 20 PP Alternate Power: Mind Control 7 14PP Protection 10 10 PP Drawbacks: (-4) = -4PP Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC21 Toughness (Staged) Damage (Physical) Move Object Perception DC22 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (10) + Combat (13) + Saving Throws (12) + Skills (6) + Feats (6) + Powers (62) - Drawbacks (4) = 105/105 Power Points And here's the Miss Martian build. There's a pattern here if you can tell. Of course this is a VERY power heavy build, drawing on two seperate arrays for it. The first array covering unarmed attack and the extension of limbs, M'gann can knock a fool's block off from 7 yards away. The second array is all perception range abilities so capped at PL7, mind you, you can do a LOT with what's there, especially move object which is a very versatile power. Of course the rest of the build is pretty feat and skills light, but you can build on that however you like while the powers themselves can help you muscle throw threads.
  9. Character Name: Smart Speedster Power Level: (7) (105/105PP) Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness Abilities: 0 + 6 + 4 + 10 + 0 + 0 = 20PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +20 Attack: +4 Ranged, +10 Strike Grapple: +0 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 2 + 8 + 4 = 14PP Toughness: +2 (+0 Con, +2 Costume) Fortitude: +2 (+0 Con, +2) Reflex: +12 (+4 Dex, +8) Will: +4 (+0 Wis, +4) Skills: 48R = 12PP Acrobatics 5 (+9) Computers 5 (+10) Gather Information 5 (+5) Knowledge (Earth Sciences) 3 (+8) Knowledge (Life Sciences) 3 (+8) Knowledge (Physical Sciences) 5 (+10) Knowledge (Popular Culture) 2 (+7) Knowledge (Technology) 5 (+10) Notice 5 (+5) Search 5 (+5) Stealth 5 (+9) Feats: 22PP All-Out Attack Dodge Focus 8 Elusive Target Equipment Evasion Improved Iniative 4 Inventor Move-By Action Power Attack Quick Change Takedown Attack Uncanny Dodge (Hearing) Equipment 5EP Binoculars 1EP Goggles (Immunity Visual Dazzle (Dust)) 1EP Padded Costume (Protection 2) 2EP Multi-Tool 1EP Powers: 1 + 14 + 2 + 3 = 19PP Regeneration 1 (Recovery Rate) 1PP Speed 7 (1000 MPH, Extras: Linked Feats: Alternate Power) + Quickness 6 (x100) 14PP AP: Strike 4 (Extras: Autofire, Feats: Accurate 3) 12PP Super-Movement (Wall Crawling, Water Walking Flaw: Only When Moving) 2PP Drawbacks: (0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Strike* Touch DC19 Toughness (Staged) Damage (Physical) Autofire Additional 2 Points for Every 2 above hit, capped at half total damage) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (20) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (22) + Powers (19) - Drawbacks (0) = 105/105 Power Points Of course another comic book staple is the speedster. This speedster isn't as fast as most are being based on Kid Flash (even if 1000MPH is pretty impressive) but he plenty competitant. He's a scientific prodigy, and very VERY hard to hit. Mind you, if someone gets a hit in, he'll go down, but won't stay down for too long (regeneration and all). Power attack helps you up the damage to full +10, which if you hit accurately enough with autofire can go up to +15.
  10. Character Name: Bow User Power Level: (7) (105/105PP) Trade-Offs: Melee +3 Attack / -3 Damage, +2 Defense / -2 Toughness Abilities: 8 + 6 + 6 + 6 + 6 + 6 = 38PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 14 + 8 = 22PP Initiative: +7 Attack: +7 Range, +10 Melee Grapple: +14 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -3 Saving Throws: 2 + 2 + 2 = 6PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +5 (+3 Dex, +2) Will: +5 (+3 Wis, +2) Skills: 48R = 12PP Acrobatics 7 (+10) Bluff 7 (+10) Language 2 (Native: English, Vietnamese, French) Medicine 2 (+5) Notice 7 (+10) Search 7 (+10) Sense Motive 7 (+10) Stealth 7 (+10) Survival 2 (+5) Feats: 27PP All-Out Attack Accurate Attack Ambidextrious Attack Focus (Melee) 3 Defensive Attack Defensive Roll Dodge Focus 5 Equipment 2 Improved Critical 2 (Bows) Improved Initiative Improved Grapple Jack Of All Trades Luck 2 Power Attack Precise Shot Ricochet Skill Mastery (Acrobatics, Bluff, Search, Notice) Takedown Attack Uncanny Dodge (Hearing) Equipment 10EP Binoculars 1EP Crossbow (Blast 3, Range 40ft) 7EP Flashlight 1EP Master Work Tools First Aid (+4 First Aid Skill) 1EP Powers: 10 = 10PP Device 3 (Compound Bow, Feats: Subtle Flaws: Easy-To-Lose) 10PP Bow Array (11PP, x4 Alternate Powers) Base Power: Blast 3 (Feats: Mighty, Improved Range 4 (50ft Range Increments)) 11PP Alternate Power: Blast 3 (Extra: Area:Burst, Feats: Improved Range 2 (25ft Range Increments) 11PP Alternate Power: Obscure 5 (Visual Obscure (Smoke), 100ft Radius, Feats: Improved Range (10ft Range Increments)) 11PP Alternate Power: Stun 3 (Extra: Range, Feats: Improved Range 2 (25ft Range Increments)) 11PP Drawbacks: (0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Blast Range DC22 Toughness (Staged) Damage (Physical) Blast Area:Burst DC18 Toughness (Staged) Damage (Physical) Stun Range DC13 Fortitude (Staged) Stun (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (38) + Combat (22) + Saving Throws (6) + Skills (12) + Feats (27) + Powers (10) - Drawbacks (0) = 105/105 Power Points Bows are in universe a popular staple around superheroes since it's a reasonable ranged alternative to guntotting (which is pretty much a nono in our setting). Of course standard rangers specialize in keeping a distance, this build is someone trained to hold their own with bows and with their fists if someone manages to close the distance. Artemis is a good example of this type of ranger.
  11. Character Name: Master of Diguise Power Level: (7) (105/105PP) Trade-Offs: Unarmed +5 Attack / -5 Damage, Throwing Knives +1 Attack / -1 Damage, +4 Defense / -4 Toughness Abilities: 4 + 4 + 4 + 4 + 6 + 10 = 22PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 16 + 8 = 22PP Initiative: +6 Attack: +12 Unarmed, +8 Ranged Grapple: +14 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -2 Saving Throws: 3 + 3 + 2 = 8PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+3 Wis, +2) Skills: 112R = 28PP Bluff 10 (+15)* Diplomacy 10 (+15)* Disguise 10 (+15)* Drive 4 (+9) Escape Artist 8 (+10) Gather Information 10 Language 6 (Base: English, French, Italian, German, Japanese, Manderin, Spanish) Notice 12 (+15)* Sense Motive 12 (+15) Search 12 (+15) Sleight of Hand 10 (+15) Stealth 8 (+10) *Skill Mastery Feats: 25PP Ambidexterity Attack Specialization (Unarmed) Defensive Roll Dodge Focus 6 Equipment 3 Improved Initiative Jack Of All Trades Luck 2 Power Attack Quick Change 2 Skill Mastery (Bluff, Diplomacy, Disguise, Notice) Throwing Mastery 2 Uncanny Dodge (Hearing) Well Informed Equipment 15EP Concealable Microphone 1EP Disguise Kit 1EP Mini Tracer 1EP Motor Cycle 9EP Strength 15 Speed 5 (250 MPH) Defense 10 Toughness 8 Size Medium Throwing Knives (Blast 2, Subtle) 3EP Powers: 0 + 0 + 0 = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Knives Range (20ft) DC21 Toughness (Staged) Damage (Physical) Totals: Abilities (22) + Combat (22) + Saving Throws (8) + Skills (28) + Feats (25) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points The Master of Disguise, not usually a heroic character, but it has been done, like Black Orchid for example. This character is a non-powered infiltration specialist. They can and will adopt as many faces as they like, and scrap there way out if they get caught. They have throwing knives as a base weapon, but if disarmed can use other things as weapons with throwing mastery. Who are they? They could be a former thief gone straight, an ex government agent who's working the streets, a stage magician who decided to use some tricks on the bad guys or maybe a ninja or some other shadowy person who decided to mend their ways. Either way, they're VERY good at what they do, and in a team setting they're an excellent scout or someone more suited to lead more subtle operations.
  12. Sos, talking in the chat an interesting point was brought up, that point being, there aren't many good examples of PL7 builds. There are some PL7 characters around, but no list of archetypes. Though AA makes tons, most if not all of them are set at PL 10 and the two starting slots are 7 and 10 so I thought I'd make a thread with some of my builds of different archetypes. Aquatic Badass Badass Martial Artist Boomerang Werewolf Bow UserDeathproof BrawlerDual Wielder Etain Maher The Full Body Prosthesis Half Ghost High Flyer Iron Chef Junk Man Lucky Charm Magic Gadgeteer Master of Disguise Mini Paragon The Puppeteer River Tam The Rock Shapeshifting Mentalist Shocky Spider Smart Speedster Sneaky Acrobat Tranquilizer
  13. Character Name: Artemis Power Level: (7) (105/105PP) Trade-Offs: Melee +3 Attack / -3 Damage, +2 Defense / -2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 Abilities: 8 + 6 + 6 + 6 + 6 + 6 = 38PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 14 + 8 = 22PP Initiative: +7 Attack: +7 Range, +10 Melee Grapple: +14 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -3 Saving Throws: 2 + 2 + 2 = 6PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +5 (+3 Dex, +2) Will: +5 (+3 Wis, +2) Skills: 48R = 12PP Acrobatics 7 (+10) Bluff 7 (+10) Language 2 (Native: English, Vietnamese, French) Medicine 2 (+5) Notice 7 (+10) Search 7 (+10) Sense Motive 7 (+10) Stealth 7 (+10) Survival 2 (+5) Feats: 27PP All-Out Attack Accurate Attack Ambidextrious Attack Focus (Melee) 3 Defensive Attack Defensive Roll Dodge Focus 5 Equipment 2 Improved Critical 2 (Bows) Improved Initiative Improved Grapple Jack Of All Trades Luck 2 Power Attack Precise Shot Ricochet Skill Mastery (Acrobatics, Bluff, Search, Notice) Takedown Attack Uncanny Dodge (Hearing) Equipment 10EP Binoculars 1EP Crossbow (Blast 3, Range 40ft) 7EP Flashlight 1EP Master Work Tools First Aid (+4 First Aid Skill) 1EP Powers: 10 = 10PP Device 3 (Compound Bow, Feats: Subtle Flaws: Easy-To-Lose) 10PP Bow Array (11PP, x4 Alternate Powers) Base Power: Blast 3 (Feats: Mighty, Improved Range 4 (50ft Range Increments)) 11PP Alternate Power: Blast 3 (Extra: Area:Burst, Feats: Improved Range 2 (25ft Range Increments) 11PP Alternate Power: Obscure 5 (Visual Obscure (Smoke), 100ft Radius, Feats: Improved Range (10ft Range Increments)) 11PP Alternate Power: Stun 3 (Extra: Range, Feats: Improved Range 2 (25ft Range Increments)) 11PP Drawbacks: (0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Blast Range DC22 Toughness (Staged) Damage (Physical) Blast Area:Burst DC18 Toughness (Staged) Damage (Physical) Stun Range DC13 Fortitude (Staged) Stun (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (38) + Combat (22) + Saving Throws (6) + Skills (12) + Feats (27) + Powers (10) - Drawbacks (0) = 105/105 Power Points
  14. Character Name: Kid Flash Power Level: (7) (105/105PP) Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 Abilities: 0 + 6 + 4 + 10 + 0 + 0 = 20PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +20 Attack: +4 Ranged, +10 Strike Grapple: +0 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 2 + 8 + 4 = 14PP Toughness: +2 (+0 Con, +2 Costume) Fortitude: +2 (+0 Con, +2) Reflex: +12 (+4 Dex, +8) Will: +4 (+0 Wis, +4) Skills: 48R = 12PP Acrobatics 5 (+9) Computers 5 (+10) Gather Information 5 (+5) Knowledge (Earth Sciences) 3 (+8) Knowledge (Life Sciences) 3 (+8) Knowledge (Physical Sciences) 5 (+10) Knowledge (Popular Culture) 2 (+7) Knowledge (Technology) 5 (+10) Notice 5 (+5) Search 5 (+5) Stealth 5 (+9) Feats: 22PP All-Out Attack Dodge Focus 8 Elusive Target Equipment Evasion Improved Iniative 4 Inventor Move-By Action Power Attack Quick Change Takedown Attack Uncanny Dodge (Hearing) Equipment 5EP Binoculars 1EP Goggles (Immunity Visual Dazzle (Dust)) 1EP Padded Costume (Protection 2) 2EP Multi-Tool 1EP Powers: 1 + 14 + 2 + 3 = 19PP Regeneration 1 (Recovery Rate) 1PP Speed 7 (1000 MPH, Extras: Linked Feats: Alternate Power) + Quickness 6 (x100) 14PP AP: Strike 4 (Extras: Autofire, Feats: Accurate 3) 12PP Super-Movement (Wall Crawling, Water Walking Flaw: Only When Moving) 2PP Drawbacks: (0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Strike* Touch DC19 Toughness (Staged) Damage (Physical) Autofire Additional 2 Points for Every 2 above hit, capped at half total damage) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (20) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (22) + Powers (19) - Drawbacks (0) = 105/105 Power Points
  15. Really? Huh, well 30 still if I get the +2.
  16. 20 for Notice, so 22, and 18 for technology, so 20. Looking at computers for data about any traps, Crit, 28, so like 33 +2 is 35.
  17. Character Name: Miss Martian Power Level: (7 or 10) (105/105PP) Trade-Offs: +1 Attack / -1 Damage, -3 Defense / +3 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 Abilities: 2 + 0 + 0 + 0 + 8 + 0 = 10PP Strength: 12/22 (+1/+6) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 10 (+0) Combat: 8 + 5 = 13PP Initiative: +0 Attack: +8 Melee, +4 Ranged Grapple: +0 Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -0 Saving Throws: 2 + 4 + 6 = 12PP Toughness: +10 (+0 Con, +10 Protection) Fortitude: +2 (+0 Con, +2) Reflex: +4 (+0 Dex, +4) Will: +10 (+4 Wis, +6) Skills: 24R = 6PP Concentration 11 (+15) Pop Culture 6 (+6) Notice 4 (+8) Search 3 (+7) Feats: 0PP Ambidexterity Attack Specialization (Unarmed) 2 Dodge Focus 3 Powers: 2 + 10 + 4 + 12 + 24 + 10 = 62PP Comprehend 2 (Any Sentient Language) 2PP Enhanced Strength 10 10PP Flight 2 (25 MPH) 4PP Martian Shapeshifting Array (9PP, x3 Alternate Powers) 12PP Base Power: Morph 5 (Humanoids, Flaw: Female-Only) 9PP Alternate Power: Additional Limbs 3 (Extras: Duration (Substained), Feats: Split Attack) + Elongation 3 (25 ft) 7PP Alternate Power: Concealment 4 (All Visible Senses, Feats: Close Range, Flaws: Blending) 8PP Alternate Power: Regeneration 5 (1 Recovery Rate, 2 Ability Damage, 2 Recovery Bonus, Feats: Diehard, Persistant, Regrowth) 8PP Martian Mental Powers Array (21 PP, x3 Alternate Powers) 24 PP Base Power: Move Object 7 (Extras: Damaging) 21PP Alternate Power: ESP 7 (Mental Sense, Extras: Simultanious) 14PP Alternate Power: Mind Reading 7 (Extras: Area: Burst, Feats: Improved Range 5 (100ft), Selective) 20 PP Alternate Power: Mind Control 7 14PP Protection 10 10 PP Drawbacks: (-4) = -4PP Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC21 Toughness (Staged) Damage (Physical) Move Object Perception DC22 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (10) + Combat (13) + Saving Throws (12) + Skills (6) + Feats (6) + Powers (62) - Drawbacks (4) = 105/105 Power Points
  18. Character Name: Aqualad Power Level: (7) (105/105PP) Trade-Offs: Blast +2 Attack -2 Damage Unspent Power Points: 0 Progress To Bronze Status: 0/30 Abilities: 14 + 6 + 14 + 4 + 4 + 0 = 42PP Strength: 24/34 (+7/+12*) Dexterity: 16 (+3) Constitution: 24 (+7) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) *Carrying Capacity Only Combat: 14 + 8 = 22PP Initiative: +7 Attack: +7 (+9 Blast) Grapple: +16 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 0 + 2 + 1 = 3PP Toughness: +7 (+7 Con, +0) Fortitude: +7 (+7 Con, +0) Reflex: +5 (+3 Dex, +2) Will: +3 (+2 Wis, +1) Skills: 36R = 9PP Acrobatics 3 (+6) Bluff 6 (+6) Knowledge (Arcane Lore) 4 (+6) Knowledge (Atlantian History) 4 (+6) Languages 1 (Native: Alantean, English) Notice 8 (+10) Search 8 (+10) Stealth 2 (+5) Feats: 10 PP Accurate Attack All-Out Attack Defensive Attack Dodge Focus 3 Power Attack Stunning Attack Teamwork Uncanny Dodge (Hearing) Powers: 9 + 1 + 4 + 6 = 19 PP Device 3 (Water-Bearers, Flaws: Easy-To-Lose, Requires Medium: Liquid, Feats: Restricted: Atlantean Magic User) 9PP Water-Bearers Array (13 PP, x2 Alternate Powers) 15 PP Base Power: Blast 5 (Feats: Accurate, Improved Range 2) Alternate Power: Move Object 6 (Extras: Tether) 12 PP Alternate Power: Strike 0 (Feats: Extended Reach 6, Indirect, Mighty, Precise, Split Attack, Takedown Attack 2, Variable Descriptors: (Crush, Stab, Slash)) 13 PP Immunity 1 (Drowning) 1PP Super-Strength 2 (+10 Carrying Capacity) 4PP Swimming 4 (25 MPH, Feat: Environmental Adaption (Aquatic)) 5PP Drawbacks: (0) = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (42) + Combat (22) + Saving Throws (3) + Skills (9) + Feats (10) + Powers (19) - Drawbacks (0) = 105/105
  19. Character Name: Superboy Power Level: (7) (105/105PP) Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 Abilities: 0 + 10 + 0 + 0 - 2 - 2 = 6PP Strength: 10/30/50 (+0/+10/+20*) Dexterity: 20 (+5) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 8 (-1) Charisma: 8 (-1) *Carrying Capacity Only Combat: 4 + 4 = 8PP Initiative: +13 Attack: +2, +4 Unarmed Grapple: +18 Defense: +2 (+0 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -0 Saving Throws: 11 + 1 + 4 = 15PP Toughness: +12 (+0 Con, +12, +10 Impervious Toughness) Fortitude: +11 (+0 Con, +11) Reflex: +6 (+5 Dex, +1) Will: +3 (-1 Wis, +4) Skills: 28R = 7PP Knowledge 4 (Political Science) (+4) Knowledge 4 (History) (+4) Intimidate 5 (+5/+9 Attractive) Notice 5 (+4) Search 5 (+4) Stealth 5 (+10) Feats: 10PP Accurate Attack All-Out Attack Attack Specialization (Unarmed) Attractive Defensive Attack Improved Critical (Unarmed) 2 Improved Initiative 2 Takedown Attack Powers: 2 + 21 + 4 + 22 + 4 + 8 = 61PP Comprehend 1 (Language) 2PP Enhanced Strength 20 (Feats: Innate) 21PP Leaping 4 (Running Jump 500ft, Standing 250ft, High 125ft) 4 PP Protection 12 (+10 Impervious Toughness) 22 PP Super-Sense (Hearing, Accute, Extended 3) 4 PP Super-Strength 4 (+20 Carrying Capacity, Light Load 4 Tons, Medium Load 8 Tons, Heavy 12 Tons, Max 24 Ton, Push/Drag 60 Tons, +4 to Grapple, +4 Breaking) 8PP Drawbacks: (-3) = -3PP Drawback (Kryptonite; Frequency: Uncommon; Intensity: [Major]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (6) + Combat (8) + Saving Throws (15) + Skills (7) + Feats (10) + Powers (61) - Drawbacks (3) = 105/105 (or 150/150) Power Points
  20. This looks like a job for! Synapse, Jasmine's computers is only +8, she doesn't have the other two skills.
  21. Georgia smiled, "Well it's not like I haven't threatened worse to my little brother." Looking at the room she clapped her hands, "We can go eat now, I think Cho's about to keel over." Heading towards the door she took out her key and twirled it, "We'll just lock up here, and you can lead the way to the restuarant."
  22. Jasmine let a sign pass when he asked if she 'knew', "Not until today actually, but yes, later." Jasmine saw Young Britiannia land but was not prepared for the sudden transport and she jumped with a squeak before she got her bearings and looked at her surroundings. She put a hand over her heart and looked around. Not that she could really pretend to be dignified after she just started like a cat over the burst of light. She glanced at Dee who got onto the point much more quickly, "That is a good question, though not the main one." She turned to Osprey, "We have been assigned a job it seems from the Ministry of Powers about some reacquisition of resources. It isn't illegal, but it may very well be dangerous. So I am asking, would you assist us in this matter? I have no qualms with you simply walking away and have no intention to pursue you otherwise. You needn't associate with the ministry anymore then you wish at this juncture."
  23. Georgia shrugged and tossed her trunk on one side of the room. It clunked at the sudden return of it's weight and plopped on the floor. She tossed the suitcase on top of the bed, "Later, besides, just got some posters and stuff. Nothing big or anything. Got an old laptop in my suitcase but otherwise I can't see my stuff invading your space." She thought about it for a second, "Okay, except when we start getting closer to laundry day, then some things might be flopping around, but yell and I'll toss them in the hamper before long." As Thaelia left, Georgia listened to her advise about the do not. She didn't know what to say at first, because it took her a second when the girl left before she turned to Giang, "Did she seriously try to conquer her neighbors room?"
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